I didn't even know there is a file called ghz_heigh.bin (because there isn't, there is no water in GHZ unless you add it). The file you are looking for is probably lz_heigh.bin (in the misc folder).

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I made a copy of the lz_heigh.bin and renamed it to ghz_heigh.bin so GHZ could have a different water height than LZ, since GHZ is called DMZ (Dark Marsh Zone) in my hack and should not be flooded, just have a small bit of water. What values do I need to edit to accomplish this? BTW Selbi, I love your Text Generator Tool!

Anyway, just duplicating a file won't get you anywhere. The compiler doesn't check for every file in a specific folder, you need to "include" the file first. In case your file is a .bin, you need to use "incbin" instead, like so:

incbin misc\ghz_heigh.bin
even

The "even" is necesary in some way (dunno why, but it is). But even if you add this code, nothing will happen, because you didn't tell the game to use those things. Take a look at "Level_ClrVars3", it will definitly help you at understanding this.

That's it for now, if you didn't get it, I'm sorry, but you really shouldn't ask for something you can't do at least in some way alone.

Anyway, just duplicating a file won't get you anywhere. The compiler doesn't check for every file in a specific folder, you need to "include" the file first. In case your file is a .bin, you need to use "incbin" instead, like so:

incbin misc\ghz_heigh.bin
even

The "even" is necesary in some way (dunno why, but it is). But even if you add this code, nothing will happen, because you didn't tell the game to use those things. Take a look at "Level_ClrVars3", it will definitly help you at understanding this.

That's it for now, if you didn't get it, I'm sorry, but you really shouldn't ask for something you can't do at least in some way alone.

Take a look at "Level_ClrVars3", it will definitly help you at understanding this.
That's it for now, if you didn't get it, I'm sorry, but you really shouldn't ask for something you can't do at least in some way alone.

Take a look at "Level_ClrVars3", it will definitly help you at understanding this.
That's it for now, if you didn't get it, I'm sorry, but you really shouldn't ask for something you can't do at least in some way alone.

Click to expand...

I can't understand, can you help me?

Click to expand...

Yes, I can. Look at the time difference between my post and your one, then read Rule 09 again. This should certainly help you.

There is a "pattern load cues" list in Sonic 1, which has lists of graphics to load, where in VRAM to load them, and in what order. Unfortunately, I don't know which disassembly you are working with, so I cannot help you any further.

There is a "pattern load cues" list in Sonic 1, which has lists of graphics to load, where in VRAM to load them, and in what order. Unfortunately, I don't know which disassembly you are working with, so I cannot help you any further.

You can copy and paste these into the "PLC_GHZ2:" list, though you will need to change the first value in that list:

Code:

PLC_GHZ2: dc.w 5

From 5 to 8, since you now have 3 more entries in the list now.

The final thing to keep in mind now, is that other art "may" already be loaded to the VRAM addresses the water wants to go. I suggest putting these three entries at the end of the list, so that if any GHZ art screws up, it's easier to find. I do believe that GHZ already uses up quite a substantial amount of VRAM, you more than like will need to remove something else before you can put those water graphics in.

Also, you don't have to call me "master", as interesting as that sounds, it's not really the image I want d=

It's working but yes, i have to remove something else because there is many tiles of water surface instead GHZ tiles...
How can i remove something?
For exemple, i want to remove the palmtree art.. is it ok, and is it enough?